Your First Game Should Be Done By Now
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- čas přidán 28. 03. 2024
- We took a break from developing our dream game to make a game in a week! Should you do the same?
🎮 Try out Stranded Shootout on Steam
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📃 Research Links
Video Game Insights Steam article
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UE5 bug
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Taxes clip
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How long did it take to make your first published game?
Still working on it, but I'm not rushing myself.
Also still working on it haha, took a hiatus with my dream game to do one on a smaller scale first that I can hopefully release EOY :)
4 months, released in Feb 2024
Failure is the best teacher👩🏫👩💻👩🎓.
Six years though still technically 20d till launch =)
Goal is to make the next one in
Good mentality!
i graduated from "i'm going to build my magnum opus dream game" to "i'm going to build a very ambitious, intricate game i love" to "i'm just going to build something small, and prototype the basic gameplay loop first with placeholders for everything else. Then i'll get my sister/friend to playtest to see if it's fun"
The Day Before’s studio just sell a game, make a quick buck, and run for it, never fix the problems, in fact, they literally RUN away so hard that they shut down their studio. I agree, keep up with your promises and don’t make promises that you could not get to it.
The Day before lawsuit!
6:45 y'all exposing my broke ass 😂
I have been learning game development for years but have never finished or published a game. However, me and a group of friends finally joined a 2 week long game jam and our game is nearly complete! The sheer joy I have from finished the game is amazing, and it's shown me that I have been tackling projects that are far too large. Doing a game jam actually let me stay on schedule instead of continually adding more to a project that should have been done already, so I highly recommend game jams.
Oh hey, that’s me! Didn’t realize my feedback would be so directly used, haha. Thanks for the experience and final overview!
Very interesting. The idea of publishing to Steam rather than itch is something I'll have to consider. Technically, it took about 8 years for me to finally publish something. However, the game itself, "The Lost Dachshund," was meant to be a 30 day game jam with a bunch of folks from the Point & Click Discord server but after some participants dropped out and the effort the rest of us put in, we decided to polish and publish it. We didn't sell it mainly for tax reasons; given the geographic spread of the team, dealing with that would have more than eaten anything we earned and a free first game would hopefully help whenever each of us finally publish something else.
This Video Is Great And Will Motivate Alot Of People, Thanks For Supporting Indie Developers
Joining game jams and actually finishing games, even crappy ones, really taught me so much about iteration and testing. It has helped so much with my larger projects.
Amazing stuff! :)) Excited to try out your game!
Definitely falls in line with a lot of what we learned in grad school -- create a prototype, iterate, fail early & fail fast, etc.
Wishing you the best with your game, looks so cool!! :D
You have one hell of a mustache, that shit goes _hard_
Really great advice in this video. Awesome stuff!
you said something around 10:30 that I think is actually really important and profound "if they tell you it sucks, they want you to make it better" that there is actually something a lot of people really fail to grasp -> players caring enough to tell you how to improve your game is rare. It's more likely you'll have people just say "yeah its fine" and not care, but if you have people say I dont like it for these exact reasons -> that means they think it can be better and see potential in it and feel like you can improve it.
Love the video essays and that you're doing things in the game world! Joining the Discord now.
First of all congrats on successfully finishing and launching the game! It's really inspiring to see. I'm a beginner/intermediate UE game dev and I only have a couple of started projects. Not a finished one yet :) Anyways, in the video you said that you'll be adding more enemies and more weapons but only if you think the core game play is fun. But I think that adding enemies and weapons in itself is something that will improve the gameplay as it will add more variety to the game, different types of enemies requiring different types of strategies and also the same with the guns, increases the skill needed and adds variety and makes the game more fun. So keep working and improving the game even people think it's not fun enough yet. And I know it will eventually be a great game and successful project. Good luck!
Great approach, great Video😀👍
How do you think you would handle if the steam release didn't go well and you were left with a ton of bad reviews? Would you abandon the concept and move on or itterate on the loop until it was fun and how do you think it would affect the future of the game/getting more testers?
!!! SOLOMON'S BONEYARD MENTIONED !!!
!!! THIS IS NOT A DRILL !!!
!!! I REPEAT, THIS IS NOT A DRILL !!!
Man I loved the Raptisoft games.
I've got some big projects I wanna work on, but first I need to get the core concepts down, so I'm making lots of quick little side projects as fast as I can for personal/friends use. Maybe I should reach out to others to get more info like this, even if only to improve my understanding of what people find fun. Thank you, great video!
Thanks for the tips! Any chance you could share the template for that survey?
Thank you for this advice; I actually really needed to hear this. I've been putting unrealistic expectations on myself and I just need to optimize my time more.
Hey I had a video idea or insert for you about learning how to market games. When submitting your games for console and different platforms there are a ton of deliverables that you need to prepare. It'd be great to have a video talking about them AND here's my idea: video game publishers will almost always put out a press kit (EPK) that includes all the marketing assets, press releases, key images, etc for press to download and share via their platforms. If you are an aspiring game designer it might be very useful to see all these assets to get an idea of what is needed for your game. Final Fantasy Rebirth for example has tons of assets ready to be downloaded, analyzed, and be inspired by.
"Fail Faster!" on a tshirt
Also, on another tshirt, "Implement Achievements & Trophies!" (though I assume it is pretty much mandatory these days? except on Nintendo)
It won't a little longer for me. I can't bear publish something I'm not proud of. I know there might be bugs and might not be as fun, but at least I have some standard to aim for. Time constraint is suck, but there must be some kind of soft deadline to let you perceive the scope more clearly. The prototype I recently published had been worked for over a month, but at least it's marked a milestone and allowed me to move on from the tech demo hell and started working on the design. Honestly, once you've got some rough ideas about the kind of game you wanted to make, I think it's better to work on the design before trying to build upon. Right now I'm trying to finish the rough concept design and will polish the arts to make them clear enough so I could start modelin and so on. Now thinking about it, I need to also design their skills and not just the characters and clothes.
OMG hello, thank you so much for this inciteful video, you have no idea how much you inspired me and gave me motivation to get back into game dev. The lesson you taught today is absolutely invaluable, thank you once more and consider me a subscriber. 🙂
As someone who aspires to be an indie dev, this is unbelievable helpful. Thank you, I'll make sure to keep this in mind.
I'll be waiting the Game Jam :)
You can update the price after release? How This is gonna look like??
Holy crap I have been trying to find and remember the name of Solomon's Boneyard for so long, thank you.
I've made many games but my main issue is marketing and competition. There are so many released games out there , free and paid, big and small, etc making it really challenging to get people to play my games. I hope you can discuss marketing next.
Oh BTW thanks for info about the a game jam. It's good jam to join after Ludum Dare.
The main issue I've faced when considering selling my games is obtaining commercial licenses for assets and resources, especially music. I'm a solo dev, and don't have a team of people or very much money. What advice would you give to someone just getting starting when it comes to gathering resources that you actually have the rights to sell?
Damn…..You’re right, time to get to work !
solomons boneyard is one of my favorite apps of all time, love this already
This video is more about having a big Discord server though...
I really like the idea of a free demo or first game and a paid sequel. The complex: found footage is a great example and the hooked me good
Does anyone know about that game 10:42
i hit my first game after 10 Month on steam. 1 year releases now. next game will be put in much earlyer and get 😂😂feedback earlyer. cool video ❤
I mean I made a mostly functional Pacman clone in 30 hours. it's not my first publish, I haven't done that yet, might take a year, it's an rpg.. it ain't possible in one week unless I want it to be incomplete, generic, whatever. I guess it's not my first game but it'll be my first publish, big difference.
Cool and interesting video. But I always feel disappointed seeing games like this and Vampire Survivors being categorised as "bullet hell" because it muddies the category where I'd hope to find arcade style bullet hell/shoot em up games which have been a thing since the 90s. Even if you go to the "shmup" category on Steam it comes up with Vampire Survivors on the first screen and you have to go 3 pages to find a single actual bullet hell game. Used to be clearer back when this type of game would be labelled more like "twin stick shooter".
6 years ago my dream was to learn programming and I still cant programm 🤣
"I'm going to bed."
Going indie? More like going crunchy
Sheesh what an awesome mustache
going infie
It's going to take me long to publish my first game because I have a day job.
hi
Less than 1,121 (2h)
"Profesionals havs standards "- sniper
Fail and iterate fast, sure I get it. But selling what is essentially a throwaway prototype on Steam? That's a no for me brother.
*Reads title* I've never been so offended by something I 100% agree with
Another Vampire Survivors clone.. really dude?
The formula of that game is a viable option for that kind of time constraint.
Expect something like hollow knight might costs 5yrs of development.
Wow, he is really pressuring babies to go to work? Damn he is for child labor
Love that teamwork & feedback, wish I had people with such talent and teamwork around me. keep up the good stuff